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Logical Suggested Balance MK9

xxteefxx

Kenshi Moderator
THIS IS FOR FUN!!! ^_^ PLEASE I BEG YOU DONT CURSE< GET ANGRY / OR RAGED...this is just theory based on proves! and tryin to understand the situation mk9 by making a research project. so consider this a research project on MK9 suggestions to Balancing the game a little more.
how? by either removing bugs, get around the bugs, slight buffs and nerf, and finally MAKING PEOPLE AWARE OF WHATS GOING ON IN MK9!! ^_^


actual thread:

this is a list, I made with the help of [MENTION=25]Check[/MENTION] . Hopefully he will help and we will work on it more. though, Us or not.....why dont we make a thread about LOGICAL suggestions of Buffs and nerfs? Maybe this might motivate NRS?
even if no one wants to help....you can just discuss your ideas and motives of yay or Nay.

consider it something like, WHAT IF! mortal kombat was that balanced? anyways, here we go


Major Problems that must be solved:

Please note: I understand that some of those major bugs are not fixable at all unless the game is COmpletely re designed (a new MK). though, lets put these up for the Future MK series.

1-Input bug fixing

2-Meter drain option select fixing

3-block system change and less recovery on block stun. A block system which suits the MK engine, and not an older altared one which doesnt fit with the speed and style of the game. for instant, the block system in here...i believe they took it carbon copy of MKVSDC

4-Fix negative edge to not be that activley fast input

5-Block Nuetralizing on block in general or fuzzy guard should'nt affect Fuzzy gaurd issues related to unblockables. (related to fixing block stun system). this will cancel the un blockable Vortexs and instead, give it a 50 / 50 chance instead of 100 / to nothing

6-Jump in punch bug removal. Inputs nulling Player to block after

7-universal throw escape

8-the ability to poke between blocked jump punch and then throw. by means fix the bracket of stun damage block. Stun block system must be completely change and narrowed down to a faster reaction.
Fix blockstun, will lead in many other fixs (EX moves drain meter, Buffering from block, and some input bugs as well as fuzzy guards unblockables...etc)

Very important

9-Restrictions on Jump in Dive kicks and FB's, where there is a certain height/frame restriction and not as early as 3 frames from the initial 10 frames of the jump

10-Fix side changes on teleport where it doesnt add up extra frames due to side changes that is done to the character while opponent is teleporting. (Input bug related) usually this bug happens with characters with multiple screen hurtbox changes (example, Raiden and kung EX teleport)

11- A Suggestion of a Universal Uppercut speed? or possibly increase slightly the speed of slow uppercutters. Hitbox stays the same.

12- Fix characters Hurtboxes and some of their hitbox properties

13- EX moves doesnt require Blocking to be executed. this currently plays a major role in block system. related to Block stun and Drain mete bug as a result.

Fix: Means there's something wrong in them and it's required to be fix with a reasonable solution

S*: Suggestion of a buff or nerf in order to fix the current Situation to altar a better balance. this suggestion is strongly recommended to balance the character

S*2: Second suggestion to hint an idea. Not critical/ major at all. just an idea to add up in order to balance out the buffs or nerfs added

S*3: a completly suggestion that is not that important for now. though it can be heared and discussed for further understanding as well as figuring out solutions




- Shang tsung:
1- S*: no chip on soul seal. no damage on soul steal
2- S*: Damage output form transformation should be nerfed. damage boost only when using EX meter while in shape shift form.
3- S*: more stun block on soul steal trap. as well as the ground skull. more recovery time on up skills
4- S*2: Armor on EX up ball or Soul Steal for wake up purpose
5- FIX: soul steal bug fix
6- Fix: EX armor on soul steal as wake up. armor should be the same like the other armor attributes.


- Cyrax:
1- S*: More recovery on bombs. the reset will still be viable , though corner bomb setup will be escapable with a LOT more soloutions, even some with Normals on hit.
2- S*: decrease the active time of stun on Cyrax net. for example, full screen projectile trade, cannot 100% give advantage to cyrax due to teleport. Same goes for Air captured net, should be tops same time like Subzero's regular air freeze, if not even less due to combo potential
3- S*: overall damage reduction and off reset the damage continues from the first half of the combo. by means reduce scaling on the net combos. example of a combo (if there are reset, first half will do actual damage due to the scale base of the first hits. then the net will reduce the second reset damage.) "damage carries on"
4- S*" EX net should only drain half meter only from opponent
5- Fix: No cost of meters on using any regular bombs on ground
6- S*/Fix: Human cyrax teleport: removal of the Zero frame advantage after teleport. it should be punishable/ no invincibility
7- S*/Fix: Human Cyrax Net hurtbox animation made slightly higher, so it's not complete Advatange against even JIK.
8- S*: on reset and damage Carry on, the 4th or 3rd net should carry on as well with the same stun effect, canceling any above 60% combo due to the recovery (that if the combo damage based on them to scale further)



-Jax:
Way 1-S*: more frame recovery on f+4,1,2. also increase the frame startup of f+4,1,2 (or increase the frame end recovery of Cr+1)
2-S*/Fix: No more EX ground bounce Loops in corner (no more loops). by means, cannot re link cr+1 after a guarenteed OTG EX ground shake setup/ or completely kill gravity on the EX ground shake so u can preform something simple like cr+1~ forward punch strike (qcf+2)
3-S*: decrease the speed of projectile and/or increase recovery frame of projectile.
4-S*: Add 1 more frame startup for cr+1(Refrence number 1)
5-S*2: Faster Sweep
6-S*: increase frame recovery on whiffed grab (qcf+1). No more Frame trap and pressure on guard with qcf+1's


-Scorpion:
1-Fix:Issue related to the Fuzzy gaurd Bug , where scorpion can 100% vortex while opponent is fully gaurding resulting from the Fuzzy gaurding bug.instead , nullyfy the idea of Fuzzy gaurd, in such case, scorpion will have a true 50 / 50 chance of vortex.
2-Fix: Fix Med Air teleport (whether ex or not) against some characters (E.g: Reptile). Med Air teleport should never whiff on standing characters



-Kung lao:
1-S*2: On block: Over head 2 or Late 3 on block should not give full Frame advantage/ reset to null afterlanding from teleport.
2-S*: Further increase on low hat stagger time on block (more recovery)
3-S*: Dive kick should be same attribute like sonya's, where they are more punishable on whiffing
4-S*: No auto correct divekicks



-Sonya:
1-S*/Fix: No auto correct divekicks, it should be always directed forward.


-Quanchi:
1-S*/Fix: Remove the Guard block meter runes by making more recovery time on EX runes. thus it will be stuffable in between by either fast pokes or armored moves. this will cancel any Quanchi Guarenteed EX rune traps loops on gaurd completely.thus it will become more of a mix up trap than a complete un escapable trap
2-S*3: Possible Mind control attribute to be used as anti Air after standing 1 or crouch 1 on air to air
3-S*/Fix: reduce Meter gain from the block traps as well as in general, Mind control move. Quanchi should not be massively rewarded like that at all (example: the Mayo Trap).
4-S*/fix: EX mind control only drains half meter tops!


-Mileena:
1-Fix: EX TK or regular should not have Random Hurtbox atributes depending on distance. Example, EX ball charge by reptile should always Catch the TK's on landing.
2-Fix: X ray auto correct bug, and out of screen bug at corners. X ray should not auto correct depending on different characters hurt boxes.
3-S*: Restriction on her IAFB

-Jade:
1-Fix: Fix the EX armor attribute bug, where Break freeze wont happen ever. Breaker should always hit her even on armor. complete removal or Breaker game freeze bug
2-S*3: Decrease the hight of the hop on qcb+1 attack, and that it's not punishable in between with a stuffed poke or special moves.


-ermac:
1-Fix: Fix Med Air teleport (whether ex or not) against some characters (E.g: Reptile). Med Air teleport should never whiff on standing characters
2-Fix: X ray auto correct bug, and out of screen bug at corners. X ray should not auto correct depending on different characters hurt boxes.

-Raiden:
1-S*2: Regular teleport should have more frame recovery. add 1 frame only while Making teleport distance a little further than close (between close and sweep, like reptile elbow dash pushback) (subject to change)
2-S*2: Vacinity blast hitbox is lowered by a bit, where only Small characters can escape any vacinity tech traps while blocking. other char hurtbox's will only escape by unblocking depending on the target combo. Note: this doesnt mean only small char will escape vacinity traps, small character are still subject to stun damage, were hit stun damage attacks causes them to be forced to block vacinity trap (example, Jump in punch damage stun)
3-S*: continuing to Suggestion (2) removal of vacinity blast 0 frames. this will be -1 for raiden instead of zero (1 extra frame recovery)
EDIT: i am trying to figure out a way to play around with vacinity blast. though the issue of multiple hurtbox on opponent will be an issue. thus , it will make vacinity trap Viable again but ONLY small chars will be able to escape depending on stun damage caused. Subject to change of course, if u have any suggestion on how , please go ahead. though the idea is to make vacinity blast -1 on block or even more, instead of Zero.


-Kabal:
1-S*ecrease the Stun time on Spinning on opponent resulting from Regular Nomade dash connect. by means you cannot jump three times while opponent is still stunned. this only affect regular dash and not EX nomad dash
2-S*: Increase the active frame time to re input another IA projectile. by means, you cannot spam the Gas blast over and over, u wil have to wait for a moment to re jump and do a Gas blast
3-FiX: Fix Saw bug where it gets excuted and nothing comes out. instead make it that u cant preform the move until active time frame is passed.
4-S*: More recovery frames on regular nomad dash cancels
5-S*: IA projectile should have an arc to be done at. for instance, u cannot IA projectile that low on ground at all, instead give it restrictions.



-Sektor:
1-Fix: Fix Regular up missles, that if they exited the stage, the hitbox wont be canceled if sektor got hit. by means, if Missle left the Stage, the missle will land even if sektor hit.(Buff)
2-S*: Faster travel speed of EX missle, depending on distance. Full screen moves faster, closer moves slower. (buff when it comes to FB trading) (nerf against reflecting trap, and fix for Reflect bugs)
3-S*: 1 extra frame recovery on Regular forward missles

-Smoke:
1-Fix: Removal of smoke bomb reset while bomb still OTG
2-S*2: Increase the speed of EX bomb
3-S*: Air teleport should leave Smoke hanging slightly for more frames in the air, and not as safe as it is now.(1 extra frame recovery). No Jump arc limitation, teleport can be done as early as 3 frames of jump or even before.



-Cyber subzero:
1-S*/Fix: Removal of Auto correct dive kicks
2-S*: Whiffed dive kicks should not be completely safe. add more frames recovery maybe? should be the same like sonya
3-S*3: EX dive kick on block should not be completely safe. either put more recovery frames, or not a further pushback on landing on ground afterwards
4-S*: Decrease the arc of doing Dive kicks in the air, and so it cannot be used as instant Dive kicks. same example like Kabal's IA gas blast

subject to change for now. for number "3" and "2"
Possibility of adding an armor move. will be discussed


-Reptile:
1-S*: No push back on Elbow Dash
2-S*: Hurtbox fix on EX FB so that it's never stuffable by Jump ins. this will give reptile a solid AA
3-Fix: Fix the EX slide where the second kick would never miss on slide hit. this can be done by re vamping the mapping of the character when hit by slide.
4-S*: Removal of EX Elbow Dash plus advantage on recovery. it should be Zero frames after and not +1.
5-S*2: Elbow dash trade of Reptile VS reptile should never be depending on distance. instead it should be dependable on who excuted the move first if both are in the active frames of the elbow dash range. same goes for elbow dash max range connect on other characters and in general.
6-Fix: the Regular FB invicible bug.


-rain:
1-S*2: 4,3 should not have an advantage Hurtbox attribute were it can evade cr+3. fix the hurtbox
2-S*: Faster frame recovery on Bubble projectile. though the distance to drag on regular Bubble is up to sweep distance(point blank between sweep and close). EX bubble stays the same with full control, though no frame recovery fix on the move.
3-S*: Faster Frame recovery on EX lightning
4-S*: Fix geysar Hurtbox to not get stuffed easily on wake up. Possibly change /decrease the hurtbox size of geysar as well as active frames on startup. possibly can give it a down under that it has invincibility now, where on block add 1 more frame recovery. this will make the issue safer were only few normals/specials in the game can punish on block due to the push back.
5-S*: Buff Regular Boost, where rain can block. Though the boost lasts for a few seconds instead. EX stays the same

-Nightwolf:
1-Fix: Fix the Reflect bug on Wake up as well as absorb. reflect should be active and reflect back any move on wake up, or IAprojectile spam cancel (Kabal IA gas blast). (whether absorb or reflect)
2-S*: more stun damage on f+4,1. this will allow arrow to connect afterwards


-Kenshi:
1-Fix: Fix the Reflect bug on Wake up as well as absorb. reflect should be active and reflect back any move on wake up, or IAprojectile spam cancel (Kabal IA gas blast). (whether absorb or reflect)
2-Fix: Fix kenshi Crouching Hurtbox so it's comparable as regular characters, and not as big as sheeva
3-Fix: Reverse EX RK input in corner should auto correct to change sides like any other EX armored move in the game.
4-FIX: Removal or Super Armor bug, where kenshi have an armor even after EX move being used.
5-S*: EX SC, add 1 frame recovery at the end to cancel infinities. opponent will be able to armor in between to escape.
6-S*: Faster Sweep


-Sheeva:
1-S*: Faster Uppercut

-Subzero:
1- S*: Buff EX slide, the ability to use another meter at end animation to cancel into comboing instead
2- s*: Armor on EX CLone

PLEASE NOTE: this is not the final Copy at all! a lot of chars are missed as well as other buffs/nerfs or suggestion. Also, there are no detailed explanation. so for now, if anyone not understand or need further elaboration, please shoot it up.
if you have a suggestion, please also shoot it up.
if you dis like what you see, then without being irrational /immature, simple state that you dont like it or dis agree with or without the reason why. no need to make this a cursing fest thread please. keep it civilized.

EDIT: slight revision's and error correction
more will be added soon
chars that will be added soon are:
-Sindel
-Lui kang
-Kenshi
-Sektor
-Sub
-cyber sub
-Baraka
-sheeva


others will be in the coming weeks depending on the time i have. Please note: I am using different program now to see the hurtboxes and frame data....a litle harder , but more accurate! will take time to do them all by my self!
 

Luija1006

since 1995
- Cyrax:
1- S*: More recovery on the bombs so u cannot do double bombs in combos for net traps. bomb traps would take more skills, for instant, no more guaranteed Corner bomb traps which is only escapable by very few chars in the games and not always guarenteed as well. This will also Nullyfies/Nerf Human Cyrax 95% with 2 EX meter combo.
2- S*: decrease the active time of stun on Cyrax net. for example, full screen projectile trade, cannot 100% give advantage to cyrax due to teleport. Same goes for Air captured net, should be tops same time like Subzero's regular air freeze, if not even less due to combo potential
3- S*: overall damage reduction and off reset the damage continues from the first half of the combo. by means reduce scaling on the net combos. example of a combo (if there are reset, first half will do actual damage due to the scale base of the first hits. then the net will reduce the second reset damage.) "damage carries on"
4- S*" EX net should only drain half meter only from opponent
5- Fix: No cost of meters on using any regular bombs on ground
6- S*/Fix: Human cyrax teleport: removal of the Zero frame advantage after teleport. it should be punishable/ no invincibility
[MENTION=3]Krayzie[/MENTION] [MENTION=6095]NariTuba[/MENTION] [MENTION=5716]J360[/MENTION] What's your opinion about this? The character is already fine, why hitting him more with the nerf bat? It's ridiculous.
 

rev0lver

Come On Die Young
As far as the soul steal "bug" goes, it was my understanding that Paulo said it's not a bug at all and was intentionally left in the game for added depth with the character. It doesn't last the full round like Tom Brady said during NEC commentary.
 

PND_Mustard

"More stealthful than the night"
Elder God
[MENTION=3]Krayzie[/MENTION] [MENTION=6095]NariTuba[/MENTION] [MENTION=5716]J360[/MENTION] What's your opinion about this? The character is already fine, why hitting him more with the nerf bat? It's ridiculous.
dont mean for the double post, but the unavoidable reset exploits need to go, but other than that yes, the character is fine.
 

PimpUigi

Sex Kick
This is insanity.
Remove negative edge? No. All fighting games have, and need negative edge. If you're getting special moves that come out of no where, learn to execute better.

2x Scorpion nerfs? Scorpion nerf at all?!
Not to be rude, but that's honestly a joke. No Scorpion player can take this thread seriously.

Balance is honestly mostly fine.
Take away Cyrax reset, unbuff Jax to where he was in the last patch, and remove the dash nerf...and the game is fine.
Dash nerf doesn't even need to be undone TBH, since dash cancelling via block is still in the game.
 

rev0lver

Come On Die Young
This is insanity.
Remove negative edge? No.
Why would you not want to remove negative edge?

Also, I just want to say I completely disagree with any changes to the game that are not bugs, autocorrects, or unfair advantages on certain characters (i.e. mileena, scorpion, ermac teleports on reptile). We should let the game play out, otherwise. Even Kabal iagb's I'm starting to feel aren't that bad anymore. Even if NRS were to give buffs/nerfs, I really don't see the necessity of some of these such as more recovery on Lao's low hat and Raiden's teleport, which were already nerfed in the last patch.
 

PimpUigi

Sex Kick
[MENTION=7502]Revolver[/MENTION], negative edge is in all fighting games.
It's an advanced form of special move execution, hold a button down, input the directions, let go of the button, and the move will come out.

It gives you two chances to time your special move properly.
It's been this way since SF2 World Warrior.
Negative Edge is, and always has been, a good thing.

Players who whine about execution aren't exactly being good role models.
Removing Scorpion's just frame whiff teleport, which is a very advanced move, is what is called "dumbing the game down for noobs"; "casual cunts" always ask for this so the "tourney tards" can stop beating them.




I also don't care wtf is going on, Teef is better off walking five blocks over to my house and training rather than making threads to help perpetuate a myth that the game isn't good enough right now.
The game is fucking awesome. Smile, have a coke, and STFU (as Richard Pryor says).




[MENTION=1]STORMS[/MENTION] After re-reading the intro, a mod should just hurry up and hide this thread.
I come from GGAC, Melee, and primarily SSF2T.
Much heavier execution games than this, and I say MK9 fucking owns SSF4 and MVC3, and I would never consider quitting just because of some whacked out BS like that.
 

LesMore

Top 8 Injustice Frosty Faustings VII
also anyone who threatens to quit this game because "changes" need to be made is walking the fine line into scrubness!!

a very fine scrubby line...

also the fact that mk has no negative edge just means it is different from other fighting games...
 

Seapeople

This one's for you
Another fix for future games: No moving hitboxes. A character's hitbox size should never change.

And to all the people who are flaming teef: Just because MK9 is "good" doesn't mean it can't get better. This thread is helpful in any case.
 

PimpUigi

Sex Kick
Actually, it's not going to get better.
Neither is SSF4, neither is MVC3, and neither will Blaz Blah.

Be glad we have the best game already, and be glad that the others have to play catch up, and be glad you're in the know while the others aren't.




For all you suckers, liars, you cheap amplifiers
Your crossed up wires are always starting fires
For you grown up criers, now here's a pair of pliers
Get a job like your mother, I heard she fixes old dryers
You have no desires, your father fixes tires
You try to sell equipment, but you get no buyers
It's you I'll never hire, you're never on flyers
Cause you and your crew are only known as good triers

Quit whining about this shit and level up. My doors are open 7-9PM Monday through Friday, and 24/7 all weekend long.
No excuses.
 

A F0xy Grampa

Problem X Promotions
All this list says to me is 'remove a shit load of depth from the game'

Things like adding more recovery to Raidens teleport, why? Its already been nerfed too much
Remove autocorrecting divekicks? What for? that just means that the move is less useful

You made the list with Check, who makes combos, he isnt exactly a top level player.
Point about characters like Cyrax dont mean anything untill the character actually becomes a problem, how many times have you seen Cyrax players even win a tournament?

Why give KL EVEN MORE recovery on his low hat on hit? Considering its supposedly neutral now, so you want him to have absolutely no reward for landing it?
 

eskuAdradit0

"Thanks" button abuser.
Well I do have some major issue with the game that I don't quite understand, probably since I'm just an FPS guy learning FGs so any of you veterans can help me out to understand the logic on these "issues", I'd highly appreciate it.

Why are so many strings launchers safe on block? I don't think they did think of the "high risk, high reward" rule everytime. I don't wanna sound cocky, as I've tried pretty much the whole roaster for at least a week, so it's not a "omgicantbeatthisguy" problem.
Thing is, MK should keep it's fast pacyness without being silly. Reptile's 3,2,1 shouldn't be able to be cancelled with a SAFE overhead and still be a launcher on hit. I know it (supposedly) shuts down Reptile's momentum on block, but his LAUNCHER string is also his PRESSURE string. I don't see how that makes much sense. I mean, if it were only cancellable by EX Acid Hand(and it had armor), I'd understand, but it's not the case. On block, it's safe-able. It makes chip and it also builds meter. Also, it's good to note that you don't gain any meter when taking chip damage, so it's pretty much a "yeah, just perform this string everytime and you're winning? what are you risking?well, not much compared to what you gain."

Another example:
Noob's 11f overhead unduckable projectile gives pushback on block. His slide is a LOW unduckable projectile yet it doesn't have any pushback on block. Shouldn't they follow the same rule? In fact, his overhead should be even unsafer than his slide's seeing as it is 3 frames faster.
It may have a long recovery on whiff and all you guys wanna say, but it's simply not following it's own rule. This, for example, looks like NRS was rushing down on their patches. (It wasn't an overhead before).
His Shadow upknee is safe on block and almost safe on whiff too. It's an antiair that sends is comboable with a shadow slide, so that it puts them in fullscreen range, which is where Noob wants them to be. It's also his major corner special and makes all of his strings safe.
Even my main (Shang Tsung) has it's issues. I mean, his most damaging launchers 2,2,1 and F4,3,4 are safe on block if you just add a close ground skull after it. (im on +2 I believe)
I do agree with almost everything that you noted on Shang's side, seeing as I don't quite understand #3. I'd say, though, that if those changes were ever made, then his morphing time should also be a little bit longer. And so that when he's morphing or unmorphing he's not that vulnerable.
 

xxteefxx

Kenshi Moderator
to the flammers:
Nice nice!....i like that, keep em coming. Dont forget, i am a scrub on the loose :)


[MENTION=3]Krayzie[/MENTION] [MENTION=6095]NariTuba[/MENTION] [MENTION=5716]J360[/MENTION] What's your opinion about this? The character is already fine, why hitting him more with the nerf bat? It's ridiculous.
Ohh my what are the odds! we played yesterday, right :)? ur the Human cyrax player?
how u doin man, and gg's. I hate online so much to be honest, and yesterday was another cyrax fest to me.....hehe. ohh will, add me man! lets play some more for fun again :). ty for the kenshi practice.

Alright, first off, i didnt elaborate much because as i said i really dont have enough time these days to write down stuff like that. especially that it's going to be pointless to post it if NRS really not considering anything for MK9 from now on.
though, i promised then when anyone ask, i shall fully explain.

Something everyone didnt also notice, is that...i am not a Program developer for this game! i am simply a fanatic. this is not nerfs or buffs, those are idea's and SUGGESTIONS!!! not only that, they are not meant for all of them to work all together. they kinda of trade with each other as well...a tit for tat! by means a nerf is inputted, then a buff might occur? or just plain nerfs...etc

I have a question, why wouldnt i hit cyrax with nerf bat? i am hitting everyone with fixes, nerfs and buffs. so why i wouldnt?

1- Cyrax is one of the very few in the game (beside Kratos, Kitana, Krugur...etc) that can deal over 50% with 1 meter. and yes, cyrax is the best damager in the game hands down
2-Cyblax Invis is too much....he has a better teleport than old raiden for gods sake lol
3-Full control in every situation on screen. Air to air. AA. Ground pressure. Zone control. massive damage. Traps and deadly mix ups (corner or not). and finally, most ubsurd of all, Resets


lets be honest here, how many time did NRS tried to remove the resets and it didnt work?
in that case, why putting some of my solution wont be a matter?
somebody mentioned here that cyrax doesnt win a tournament........hmmm....i dont know how to reply to this person on this subject! but all i can say is "Gloat"

1- S*: More recovery on the bombs so u cannot do double bombs in combos for net traps. bomb traps would take more skills, for instant, no more guaranteed Corner bomb traps which is only escapable by very few chars in the games and not always guarenteed as well. This will also Nullyfies/Nerf Human Cyrax 95% with 2 EX meter combo.


i see that if bomb had more recovery , then it can deplete the idea of LOTS of damage without a single meter as well as reset. the only way in that case of doin those deadly combos are corner or push to corner.
Cyrax has a REALLY great mix ups, traps and pressure that can be done at close. Most of them a mind fuck.
A-2,1
B- 1's x multiple
C- ragdoll on block
D- and mix up of COmmand throw or regular throw (one is plinkable to escape and the other is not)

1 wrong mistake against cyrax, and he will net a total of 50% the least and worst case, 40's without meter. who does that in the game from ANYWHERE on the screen with 1 meter only? forget the push to wall or corner, lets say the screen has no limit of walls and that it's infinite like stages in Tekken. who does that beside Kratos and Krugur and shang?

Cyblax can do a 2 meter combo around 80%....really? so is this my punishment for not having a meter?
logic wise, cyrax has 2 meter advantage in 1


2- S*: decrease the active time of stun on Cyrax net. for example, full screen projectile trade, cannot 100% give advantage to cyrax due to teleport. Same goes for Air captured net, should be tops same time like Subzero's regular air freeze, if not even less due to combo potential


now i know why developers and programers suffers when doing patches lol.
something everyone did in here, is careless of read. as well as only looking to his character alone without considering the other characters and major balancing in and out.

this was a second suggestion, and i REALLY recommend this from my heart too!
i made this universal to all regular stun capture hitboxes. not cyrax only! but Kabal as well....also this is only to Regular net and not EX Net.
the reason why i wanted to do that is, this move is VERY rewardable, which is kind of un fair. like the example i mentioned above, this is too much...the stun time is too much! whether for AIR capture or ground. eat a net anywhere on the screen at any situation, and no matter what cyrax will have an advantage unless he's totally slacking off! ...not good man

that ofcourse while excluding the idea of using Net at the end on ground for a ground reset! like seriously cyrax has the potential to RE CREATE! RE CREATE another traps and pressure mix up series, AFTER A FULL DAMAGING COMBO of 50% (reset, non reset...etc).
really? who does that in this game?

not only that, Against some characters. it's nearly impossible to get in on cyrax due to his zoning game. (example cyblax) Teleport, bombs and nets. not only that some characters can punish the net, and YET get captured! after cyrax fall on ground, cyrax will have time to move across the screen to input his juggles or mixups after being a victim of a knockdown.
that while opponent trying to get in from:
1- Bomb spacing
2- Net and AA manuevering/control net spacing
3- AA qcf+1
4- and finally someone like kenshi, Saws and bombs


3- S*: overall damage reduction and off reset the damage continues from the first half of the combo. by means reduce scaling on the net combos. example of a combo (if there are reset, first half will do actual damage due to the scale base of the first hits. then the net will reduce the second reset damage.) "damage carries on"

so in general, like the "any: normal disguisting human beings (keedin lol).we sit on our asses, smoke our cig while drinking coffee and argue just because we want power. just because we want it that way to show authority. why come on people? why dont we be civilized and drink tea like dudley and start being gentlemen?

NRS was trying to fix the reset, and everytime it didnt work due to the fact that people still get around it.....excellent from us, and not from NRS. i feel like NRS gave up home, which is really bothering me...a LOT! like we didnt give up hope at all, instead we are still fanatics.

I am giving cyrax a chance, to HAVE WHATEVER RESET HE HAS! but instead of causing insane Damages ranging from 50% to 90%, it will cause MORE LOGICAL damage ranging up tp 50% MAXIMUM!

whats wrong with damage scaling? nothing wrong with that...it tone down the damage. Cyrax is an OVER ALL amazing character...kinda unfair when 1 and 1 meter can be the cost of opponent 50% health...and that is AWAY FROM DAMAGE RESET TRAPS! away from mix ups follow up! away from HOW OPPONENT ate the net...etcjust a raw 1,2~net combo....

i am saying, leave the reset but play with the damage carry on and over all regular damage. this and the net stun and bomb extra frames will completely make cyrax, a DEADLY character in corner...but not in anywhere and corner, cause it's too much.


4- S*" EX net should only drain half meter only from opponent
this, and after all the talk...this is very important
fighting against cyrax = WATCHING UR METER...how? by being aware to have a breaker as a backup at every possible time

u think it's fair when i have 1 meter and cyrax has 1 meter, and he gains a setup + MASSIVE damage combo? if the resets damage or combos caused 2 METERS instead of 1, it could've balanced cyrax TOO MUCH! in that case, it would've been very rewarding to use the 2 meter. CURRENTLY, it's more than rewarding to use 1 meter to cause massive success like that.
at tournaments, when cyrax land a combo while opponent not having a breaker we usually laugh and clap! because we know that that's it! it's either end of the round or end of the match....imagine with no meter?
so basically, cyrax is like built in double advantage on meter compared to others.

now lets talk about a situation that happened to me against J360 and Krayzie bone @ NEC. both of them are my friends, i know their abilities and potential and they know mine will! great competitors indeed.
anyways to get to the subject. i had nearly 1 bar and couple of hits to gain a breaker....so if cyrax tried to do any reset combo, i will break. what happened was he had 2 meters to spare and win the match. i was somewhere between mid screen and near corner. what j360 did (with cyblax) was, caught me with a frame trap string because of bug input/negative edge related problems. he did 2,1 and then tried to do 2,1 again! i tried to cr+3 in between, but ty KENSHI he did a standing 3 instead.
wut he did was, 2,1~ EX net .....and thats it!!! i left the pad cause i seriously died after while i had the health lead.

so he drained my meter, left with 1 only, did a massive combo ending with Re net for ground pressure (kenshi still stunned! ) funny thing, i cannot armor due to the net and stagger cyrax cause...so no one can REALLY armor in between. now am in corner, jumped and hit me with a punch 2 into....he did something low into Over head mix up with his last meter with his EX saw...input bomb trap in corner and kenshi is DEAD!! no escape for kenshi from Cyrax corner bomb trap setups

now....wtf? lol. this HAPPENS on daily bases to me against cyrax players haha. ...without rabbling about this over and over, i made EX drain move only drain half meter tops to every meter drainer character in the game (rain, quanchi and cyrax)



6-- S*/Fix: Human cyrax teleport: removal of the Zero frame advantage after teleport. it should be punishable/ no invincibility


hmmm.....
-so ragdoll pressure on block.and EX ragdoll on block.
- AA control with EASE with either Net, qcf+1 or as simple as standing 1 (which is so good and fast! and can lead to good damaging combo and traps)
-Anti cross over with his GREAT low hit box and fast poke, Cr+1 , that leads to a very decent combo damage as well as AGAIN! resets, traps and mix ups
- amazing pressure with normals and in general mix ups. Over head, low or grab...all leading to sustain more pressure after wards with bombs and mind games
-Full screen control with bombs and nets

and now this? really man?...it's Zero frames after ...really.....how so ? haha


:) anyways, pleasure playing against u the other day! ty for the practice. and GOD I HATE ONLINE SO MUCH! people REALLY DONT KNNOW HOW HARD!!! HOW HAAAAARD!! haha kenshi is online
also pleasure talking to u and thnx for posting. see u soon
 

xxteefxx

Kenshi Moderator
As far as the soul steal "bug" goes, it was my understanding that Paulo said it's not a bug at all and was intentionally left in the game for added depth with the character. It doesn't last the full round like Tom Brady said during NEC commentary.
Hey Revolver
wait....so it's intended to happen sometimes and sometimes not? this is a bug we were aware off a long time ...i dont know what did tom say about Soul steal bug at NEC, but i would like to know
 

NYCj360

i Use a modded cyber now
They gave him a safe teleport in order to compensate for the fact that it has shitty start up as human cyrax. Im not a cyrax player really even though ive been messing around with him alot as of lately but if his bombs are changed in anyway they will fuck his zoning over completely. Anyone who plays a cyrax on a consistent basis can already avoid his bombs by simply walking back and forth. Cyrax net stun time is just fine, if its any less than pulling out any combo off of net would be way too difficult. To be honest my only suggestion is to slow down the nets, that will make his resets almost impossible if not possible at all. I agree that the resets should go, but changing anything else will just make him garbage IMO.
 

xxteefxx

Kenshi Moderator
dont mean for the double post, but the unavoidable reset exploits need to go, but other than that yes, the character is fine.
hey man

i agree with u mustard. now lets talk some logic, if ur words will be directly used to be implemented into the game...how would u fix this?
other means, if ur a game developer/designer...how would u fixed this issue?

lets talk more about this after u reply if possible :)

-my idea was, leaving the reset, BUT doin the current nerfs i mentioned

i really would like to see yours
 

xxteefxx

Kenshi Moderator
also anyone who threatens to quit this game because "changes" need to be made is walking the fine line into scrubness!!

a very fine scrubby line...

also the fact that mk has no negative edge just means it is different from other fighting games...
Threaten to leave? and scrubs?

i am just wondering how does ur brain works
 

xxteefxx

Kenshi Moderator
They gave him a safe teleport in order to compensate for the fact that it has shitty start up as human cyrax. Im not a cyrax player really even though ive been messing around with him alot as of lately but if his bombs are changed in anyway they will fuck his zoning over completely. Anyone who plays a cyrax on a consistent basis can already avoid his bombs by simply walking back and forth. Cyrax net stun time is just fine, if its any less than pulling out any combo off of net would be way too difficult. To be honest my only suggestion is to slow down the nets, that will make his resets almost impossible if not possible at all. I agree that the resets should go, but changing anything else will just make him garbage IMO.
awsm, my suggestion was keeping the reset while doin those mentioned nerfs.

the same question i will ask it to u, if ur a game developer, how would u change the reset? if u to utterly remove it, how would u do it?

lets talk after u reply on this :p

Also, I NEVER SAID ANYTHING ABOUT REMOVING THE RESET! haha...if so, u guys bring me the way how...cause so far, NRS wasnt successful in removing it. so what can u do in such case?

PS to everyone: people need to read actually and not go by instinct!!! and again stop the flame for no reason and shit talk like some did...u prove nothing but that ur an immature and possibly unstable when u cross this line. i really care less when u exhaust ur self to curse all over for nothing, if u dont like it, just say u dont! or even just ignore
Ignoring is a REALLY good thing too ^_^...think about it

another PS to everyone:

You cannot look at only one character and then cry...look at the WHOLE CONCEPT of the rest of the roaster and then judge!
 

PND OmegaK

Drunk and Orderly
So you want to nerf Jax' rushdown and his zoning game? I'm not sure why because he'd be pretty much useless with these suggestions. It's hard enough pressuring low hitbox characters without nerfing his best and pretty much only decent pressure string (all the others have ridiculous start up and start off high hitting). Nerfing gotcha grab also seems odd, Jax takes a pretty big risk using it in pressure because he loses it whenever it whiffs. I agree with removing the 130% combos and nerfing the projectile though.

With Reptile, I reckon he's fine as is. The advantage from EX dash comes at the cost of meter and it can be interupted anyway. The only thing I would change is make the blocked dash animation more obvious for people to punish, when reptile dashes in from just inside safe range its sort of hard to tell that you've blocked it. Less pushback would be good too I guess so everyone can punish it equally.
 

eskuAdradit0

"Thanks" button abuser.

xxteefxx

Kenshi Moderator
All this list says to me is 'remove a shit load of depth from the game'

Things like adding more recovery to Raidens teleport, why? Its already been nerfed too much
Remove autocorrecting divekicks? What for? that just means that the move is less useful

You made the list with Check, who makes combos, he isnt exactly a top level player.
Point about characters like Cyrax dont mean anything untill the character actually becomes a problem, how many times have you seen Cyrax players even win a tournament?

Why give KL EVEN MORE recovery on his low hat on hit? Considering its supposedly neutral now, so you want him to have absolutely no reward for landing it?
hey

in my opinion, check is 3x better and more experienced than u. winning a tournament or even being from top 8 doesnt mean players are bad or not as great! in such case, there are only few people who are good in the situation u mentioned....which defies logic :S
also, i never said i made the list with check. i said he helped me in some. it's my stuff most of it. not only that, u really dont know checks history....or his approach, so how come ur judging him based on SOLELY tournament scene or just combo making?
dont under estimate technically, cause it sounds like u are.

-Point about characters like Cyrax dont mean anything untill the character actually becomes a problem, how many times have you seen Cyrax players even win a tournament?

from my personal experience, if Maxter didnt have to fight against CDjr jax...Maxter would've had plenty of chances to win as first. just FYI.
PS: that DOESNT HAVE TO DO WITH ANYTHING WITH CDJR! i know them well! cdjr if u gave him a POOP character, he will deal with it and prove that it's actually ""THE SHIT!"

-Things like adding more recovery to Raidens teleport, why?

Can u punish Regular teleport without the idea of guessing what raiden will do after? in that case, dont u know that this is an advantage?
the sole idea that Prediction to punish, wont work every time! simply human mind cannot focus to convert everytime something like that happens. human brains reach a point and limit that it will actually brain fart after a while

...EVEN WESKER doesnt have that! the character that everyone cries about in MVC3.
if so, do u know how can u abuse such a fact when it comes to frame data analysis?

i am also suggesting the nerf only to regular teleport and not the EX version
PS: those examples where also ONLY toward raiden teleport prediction or reaction on offensive.....imagine the rest or any other situation!

-Remove autocorrecting divekicks? What for? that just means that the move is less useful

because on certain crouching arc it's completely safe and puts opponent on side change animation that adds up frames due to input bugs. not only that, this is not street fighter were u can reverse and answer an auto correct with an auto correct! instead it's an advantage against non advantage situation.
by means, a lot of chars are fucked in such situation due to reverse motion input and frame delay.

this is also universal, someone like sonya and Cyber sub, are COMPLETELY SAFE even on blocking unlike kung! even on standing...which in my opinion game breaking. if abused correctly, it can null a lot of the roasters close up answers while opponent being completely safe after and at the time of executing the move. also, those dive kicks are not stuffable by normals, so yes! complete advantage.

so by means, this nerf is not meant for Kung only, but for every dive kicker in the game as well as the arc restriction.
Yun and yang and Rufus in SF4 series, had the same EXACT issue! the answer was , tighten the Air execution restriction...do u know what it means or shall i explain ?

-Why give KL EVEN MORE recovery on his low hat on hit? Considering its supposedly neutral now, so you want him to have absolutely no reward for landing it?


please read well before answering
 

xxteefxx

Kenshi Moderator
So you want to nerf Jax' rushdown and his zoning game? I'm not sure why because he'd be pretty much useless with these suggestions. It's hard enough pressuring low hitbox characters without nerfing his best and pretty much only decent pressure string (all the others have ridiculous start up and start off high hitting). Nerfing gotcha grab also seems odd, Jax takes a pretty big risk using it in pressure because he loses it whenever it whiffs. I agree with removing the 130% combos and nerfing the projectile though.

With Reptile, I reckon he's fine as is. The advantage from EX dash comes at the cost of meter and it can be interupted anyway. The only thing I would change is make the blocked dash animation more obvious for people to punish, when reptile dashes in from just inside safe range its sort of hard to tell that you've blocked it. Less pushback would be good too I guess so everyone can punish it equally.

1-S*: Way more frame recovery on f+4,1,2. also increase the frame startup of f+4,1,2 (or increase the frame end recovery of Cr+1)
2-S*/Fix: No more EX ground bounce Loops in corner (no more loops). by means, cannot re link cr+1 after a guarenteed OTG EX ground shake setup/ or completely kill gravity on the EX ground shake so u can preform something simple like cr+1~ forward punch strike (qcf+2)
3-S*: decrease the speed of projectile and increase recovery frame of projectile.
4-S*2: change the hurtbox property of cr+1 and or Frame recoveyr of the moves. no more easy pressure with cr+1~ f+4,1,2 (Refrence number 1)
5-S*2: Faster Sweep
6-S*: increase frame recovery on whiffed grab (qcf+1). No more Frame trap and pressure on guard with qcf+1's


Hey man how u doin.

alright, how am i nerfing Jax's rushdown and zoning? you talked about 3 things in 1 small sentence that was really wasnt mentioned at ALL in any of my suggestions man haha

Rush down >> close in zoning and or pressure in to out
Zoning >> Zone in . can be another form of a safe rushdown or rushdown in general as well
ZOning >> Zone out and spacing

With these suggestions jax will be fixed in my opinion. how do u see that he's Useless in such case? u also agreed with removing the loop....which is another sole purpose why jax in corner with meter = opponent leave ur stick/ pad instead

A- Jax's f+4,1,2 is not his only decent string at all!

B- Gotcha grab on whiff is so fast to the eye that the only way to punish follow of the VERY FAST f+4 start up is by predicting...it's even hard to stuff in if jax going with a regular cr+1. not only that gotcha on gaurd doesnt push him far at all LEAVING JAX STILL ON PURE OFFENSE! in that case, punish f+4 and show me how if u dont have an armor move haha. i would like to see that in high level play!
not only that, but this is a tool ALONG a lot of other tools jax has. like cr+4~ overhead or cr+1~ overhead. f+4,1,2. f+2,1,4~ forward punch...etc



1- adding more frames on f+4,1,2 recovery will actually stop the randomness of advantage jax has after! really...not fun when it's a random chance that u can stuff after or block....the fact alone it's a pressure and frame trap, AND ADD to that a random advantage?
let alone, f+4,1 is an AMAZING frame trap....so technically ur dealing with a LOT of mind games just from f+4
A- f+4~over head (on block or hit)
B- f+4,1 frame trap (on block or hit)
C- f+4,1,2 frame trap follow up and advantage block pressure or stuffing pressure on random (on block or HIT as well)
D- f+4,1,2 on hit in corner leads to ...well u know for sure
E- f+4,1,2 on hit mid screen leads to mind games of ground pounce / ground pounce cancel

-Whiffed grab is as i explained above in my opinion. not a crucial like f+4,1,2 and pounce loops...though, it's really obsurd in a lot of cases. also, i dont see it risky at all!!
wanna know risk? kenshi at dead zone/blind spot.....doin a mistake of either RK or SC or normals, can Fatally leads to his death..which is a complete guess. also RK or normal on block = kenshi eating lot of shit after. so where's the safety in such case?
this is a risk

a risk is when u are in a situation where u have to choose to either couple of options and all of them has answers, though it depends on who will choose the right card to counter the other. against scorpion after as SIMPLE AS JUMP IN PUNCH! u cannot fuzzy gaurd, unlike melinaa....so by means it's either guessing if scorpion will hit low, or high, or will grab...choose ur destiny! >> this is a risk lol

For someone like kenshi or reptile, where jax can stuff in a 6 framer initial starter(elbow dash and spirit charge) with cr+3 or cr+1 or even f+4,1,2 after either gotcha grab on block or f+4 series mind games!! then this is too much


as for reptile, i totally agree with u! in fact i forgot about the reaction on EX elbow dash. though lets be honest, do u punish ex elbow dash on block that often?
i know in fact i do, as well as MANY others..and i know that u do for sure too! but....dont lie to urself, it aint doable by everyone....right?
i only started punishing ex elbow dash when i started playing with Kenshi due to his armor...

:) thnx for posting man. take care
 

rev0lver

Come On Die Young
Hey Revolver
wait....so it's intended to happen sometimes and sometimes not? this is a bug we were aware off a long time ...i dont know what did tom say about Soul steal bug at NEC, but i would like to know
Tom said it is a bug that lasts for the full next round if he ends the previous round with a soul steal, and others have been saying it is inconsistent. The way Detroit explained it to me, it is consistent, and lasts for the normal duration of a soul steal. I believe there's a quote by Paulo somewhere that states it's not a bug, but was intentionally left in.